Geometry Nodes

I have another question. When I generate something using curve to mesh, the resulting mesh correctly generates UV mapping along the direction of the spline on the generated mesh. But how do I modify this UV mapping?


I mean, if I can define the attributes only on the group input, in case of the root GN node tree on the GN node tree input, how do I access the UVmap attribute which has been generated by the Curve to Mesh node so that I can transform it? Because obviously that attribute is not present on the input, it’s generated inside of the network. O_o

EDIT:
Found it. I have to capture attribute of the U spline and V spline factor making up the spline mesh. But it’s still crazy I can’t just store this as a named “mapping” attribute, and instead, every time I want to reference this UV mapping I’ve created, I need to drag out crazy long line from that one socket.

Some time ago someone asked about an example of how lack of named attributes limits the workflow. This is exactly how: If I want to use the UV mapping of the spline generated meshes I have now generated multiple times down the tree, this is how my node tree is going to end up looking:

I don’t see how something like this:



Could ever be considered a threat to GN fields design, or substituted by this: https://developer.blender.org/T93293

The idea of a scripting language where you can’t name your variables is insane :confused:

What’s even more worrisome is the idea that this will be he solution: https://developer.blender.org/D13675 I can already see the horror of hundreds of wires going all over under the nodes. All that effort spent to reinvent the wheel of variables with names.

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